Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).
-10% Attack Travel Time
+25% Prisoners Captured
+10% Birth Rate
+15% Specialist Training Credits
+15% Own casualities when attacking
+15% Own casualities when defending
Can't Build Stables
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Griffins | (10, 0) | |||
| Harpies | (0, 10) | |||
| Drakes | (15, 4) | 1,700gc | 7.25 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (0, 0) | |||
| Thieves | 500gc |
Bloodlust and Greater Protection
Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.
(War/Hostile) — The next attack automatically succeeds with –50% losses; gains scale by offense vs defence; 0 Honour gains.
23 Utopian Days
2 Utopian Days
+15% Wizards Per Acre (WPA)
+10% Offensive Military Efficiency
-25% Rune Cost (excluding Ritual)
+50% Runes Refunded on Spell Success
+1% Extra Mana Per Tick
-10% Thievery Per Acre (TPA)
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Night Rangers | (10, 0) | |||
| Druids | (0, 10) | |||
| Drows | (12, 7) | 1,800gc | 7.5 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Nightmare and Blizzard
Magic and mischief spiral out of control, unleashing unpredictable destruction upon our enemies. No one can predict the extent of the chaos, only that devastation is certain.
For the duration of the day when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.
23 Utopian Days
2 Utopian Days
+10% Battle Gains
-10% Own casualities when attacking
-10% Own casualities when defending
Train Thieves with Credits
+5% Attack Travel Time
+25% Military Training Time
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Huldras | (10, 0) | |||
| Nymphs | (0, 10) | |||
| Will O The Wisps | (15, 4) | 1,800gc | 7.25 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (3, 0) | |||
| Thieves | 500gc |
Salvation and Fanaticism
The war effort spares no one. Those who once served in fields and forges now stand shoulder to shoulder, ready to fight.
For the next 6 days, Specialist credits may be used to train Peasants directly without the need for Soldiers. 3 Specialist credits and 1 Peasant are needed to train each unit. Be warned though, we cannot train peasants if we do not have enough to sustain our lands!
23 Utopian Days
6 Utopian Days
+25% Offensive Spell Duration
+25% Wizards Per Acre (WPA)
+1% Extra Mana Per Tick
+1% Extra Stealth Per Tick
-5% Max Population
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Magicians | (10, 0) | |||
| Druids | (0, 10) | |||
| Beastmasters | (5, 13) | 2,000gc | 7.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Revelation, Chastity and Mist
Through relentless study and unshakable will, you bend the fabric of magic with refined precision. Select spells sharpen under your control, becoming devastating tools of suppression and protection alike.
Your deep command over magic significantly enhances specific spells, Chastity - Fully halts natural peasant growth (duration halved), Magic Ward: Duration doubled
-10% Battle Losses
+15% Income
+15% Max Population
+25% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
-10% Wizards Per Acre (WPA)
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Strongarms | (10, 0) | |||
| Slingers | (0, 10) | |||
| Brutes | (10, 9) | 1,600gc | 7.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (3, 0) | |||
| Thieves | 500gc |
Vermin, Quick Feet and Guile
Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.
+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.
-25% Losses on Learn Attacks
+10% Science Effectiveness
+10% Military Wages
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Swordsmen | (11, 0) | |||
| Archers | (0, 10) | |||
| Knights | (14, 5) | 1,700gc | 7.25 | |
| Mercenaries | (8, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Fountain of Knowledge and Scientific Insight
Knowledge is power, and we wield it with purpose. In times of war, our scholars strike with precision, unraveling enemy research and forcing them to retrain what was once learned. In peace, their wisdom flourishes, advancing our studies at an accelerated pace.
In War, All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 days). Out of War, Book Generation is increased by 10%.
-50% Draft Cost
+25% Draft Rate
-25% Military Wages
+25% Building Construction Cost
-5% Science Effectiveness
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Goblins | (12, 0) | |||
| Trolls | (0, 10) | |||
| Ogres | (15, 3) | 1,800gc | 6.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (3, 0) | |||
| Thieves | 500gc |
Bloodlust and Heroes Inspiration
War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.
Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain
-100% Food Consumption
Plague Immunity
+15% Combat Instant Spell Damage Received
+15% Sabotage Damage Received
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Skeletons | (10, 0) | |||
| Zombies | (0, 10) | |||
| Ghouls | (16, 2) | 1,900gc | 6.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Animate Dead and Town Watch
A vile affliction taints our forces, turning every successful assault into a harbinger of disease. Once unleashed, there is no stopping its spread.
For the entire day Cursed Plague is active, all successful attacks will spread Plague.
23 Utopian Days
2 Utopian Days
+5% Building Efficiency
+30% Land Effect - Guilds
+25% Castle Effectiveness
+35% Hospital Effectiveness
Elite gets +2 defensive strength
Elite gets +2 offensive strength
Self Spell Mana Cost Reduced by 1
Can cast Support spells on Kingdom mates
Convert Specialists into Elites on Attack
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Salvation, Greater Protection, Divine Shield and Illuminate Shadows
Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.
When casting self-spells, Clerics have a 50% chance to double the spell duration.
-10% Attack Travel Time
+10% Building Credits
+15% Training Grounds Effectiveness
+1 Army generals
Elite gets +3 offensive strength
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Aggression and Fanaticism
Warriors embody unshakable resolve and unmatched discipline, drawing upon their indomitable spirit to rally their forces. When invoked, this ability inspires their armies to fight with heightened efficiency, turning the tide of battle in their favor.
Once activated Warriors gain 5% Military Efficiency for 6 days.
23 Utopian Days
6 Utopian Days
+100% Land Effect - Guilds
+25% Science Effectiveness - Channeling
+25% Science Effectiveness - Sorcery
+2% Extra Mana Per Tick
+25% Land Effect - Towers
Convert Specialists into Elites on Attack
Defensive specialist gets +1 strength
Elite gets +4 defensive strength
+1000 Starting Wizards
Meteor Showers, Mind Focus, Sloth and Fools Gold
You possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within the forests of your Province. When called upon, these reserves replenish your magical strength, allowing you to harness your arcane abilities with renewed vigor.
Restore mana by 15%.
23 Utopian Days
+20% Military Science Books Produced
+20% Thievery Per Acre (TPA)
-25% Thief cost
-50% Thief Losses
+1% Extra Stealth Per Tick
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
Elite gets +3 offensive strength
Offensive specialist gets +1 strength
+500 Starting Soldiers
+500 Starting Specialist training credits
+500 Starting Thieves
Aggression, Guile, Bloodlust and Quick Feet
Subdue Wizards
Greater Arson
Destabilize Guilds
Steal War Horses
War cuts beneath the surface. Tendrils of ruin—be they steel, stratagem, or sorcery—drive deep into enemy lands, leeching strength at its source. With each successful strike, the foundations of life falter and whole settlements wither.
On successful attacks, destroys 0.5% of the target’s total population.
+40% Science Effectiveness - Crime
+25% Sabotage Damage
+25% Thievery Per Acre (TPA)
-35% Thief cost
+50% Thieves' Den Effectiveness
+2% Extra Stealth Per Tick
Elite gets +1 offensive strength
Access all Thievery Operations
Convert Specialists into Elites on Attack
Defensive specialist gets +1 strength
Elite gets +3 defensive strength
+1000 Starting Thieves
Invisibility, Guile and Town Watch
Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.
Upon activation, all Thievery losses on operations are reduced by 75% until next day.
23 Utopian Days
2 Utopian Days
+50% Land Effect - Guilds
+10% Combat Instant Spell Damage
+35% Arcane Arts Science Books Produced
+1% Extra Mana Per Tick
Elite gets +2 defensive strength
Elite gets +3 offensive strength
Convert Specialists into Elites on Attack
Defensive specialist gets +1 strength
+500 Starting Soldiers
+500 Starting Specialist training credits
+500 Starting Wizards
Soul Blight, Pitfalls and Mage's Fury
Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.
After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.
-50% Battle Losses - Ambush
+10% Enemy casualities when attacking
+10% Honor Gains
+25% Watch Tower Effectiveness
+10% Offensive Military Efficiency
Convert Specialists into Elites on Attack
Elite gets +4 offensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Wrath, Heroes Inspiration and Fanaticism
When unleashed, Carnage fuels your armies with chaotic fury. Each victorious assault triggers one of several unpredictable surges of power, making every battle a gamble of destruction and glory.
Every successful attack will apply one of the following random bonuses to that attack: +20% enemy casualties, +10% attack gains, or -25% military casualties.
+25% Dragon slaying strength
+35% Damage Inflicted on Massacre Attacks
+5% Military Efficiency
+35% Science Effectiveness - Tactics
+30% Military Science Books Produced
Espionage is always successful with double stealth
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
Elite gets +3 offensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Fanaticism and Illuminate Shadows
For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.
35% of Military Casualties return as Soldiers on attack.
Here is the effects of all possible rituals.
| Affluent | +10% Income, -20% Draft Cost and Draft Rate +20% |
|---|---|
| Barrier | -25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA |
| Expedient | -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production |
| Fleetfoot | -10% Attack time, -10% Offensive Military Casualties |
| Benediction | +15% BE, +50% pop growth, +10% Flat Rate Building Production |
| Havoc | Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20% & Instant Spell damage and Sabotage Damage by 20% |
| Onslaught | Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15% |
| Stalwart | +10% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties |
| Expropriation | +15% combat gains, +15% Honor gains, +20% Specialist and Build credits |
Here are the effects of each Stance
| Normal | None |
|---|---|
| Aggressive | +10% Battle (Resource) Gains, -10% Attack Time, -50% Hostility Meter Generation from Attacks, +15% Military Wages, +10% Training Costs |
| Peaceful | +10% Income, +10% Food & Rune Production, +100% Birth Rate, -10% Military Efficiency, -10% Wizard Production |
Here are the effects of all possible dragons.
| Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
|---|---|
| Ruby | -12.5% Military Efficiency, +30% Military Wages, Lose 30% of new drafted Soldiers |
| Sapphire | -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt |
| Topaz | -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter |